Jurnal FKIP Universitas Mulawarman (Fakultas Keguruan dan Ilmu Pendidikan)
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    A Study of Banjarmasin City's Toponyms as a Learning Resource for Local History Based on Wetland Wisdom

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    The city of Banjarmasin has a long history, reflected in the place names (toponyms) scattered across its territory. Toponyms not only indicate locations but also encapsulate historical, cultural, and local wisdom values of the wetland communities. Unfortunately, the use of toponyms as a source for learning local history remains limited, particularly within the educational context. This research aims to identify and describe the toponyms in Banjarmasin, along with their origins and meanings. It also analyzes the connection between toponyms and local history as well as the wisdom of the wetland communities. Furthermore, it seeks to develop a model or teaching material for local history based on toponyms as a contextual learning resource for junior and senior high schools. The research employs historical methods, including heuristics (source collection), criticism (external and internal), interpretation (analysis), and historiography (writing). The study’s findings suggest that Banjarmasin’s toponyms can be integrated into local history education. Through toponyms, students can learn about the relationship between humans and their environment, the dynamics of settlement, the city’s development over time, and support a contextual learning approach

    Kemampuan berpikir kreatif siswa MTs pada materi aljabar melalui pembelajaran dengan video interaktif Besik Aljabar

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    Penguasaan kemampuan berpikir kreatif matematis menjadi salah satu kompetensi krusial yang harus dikuasai oleh siswa terutama dalam menghadapi dinamika IPTEK dan persoalan yang semakin kompleks. Namun, kenyataan saat ini didapatkan bahwa kemampuan berpikir kreatif matematis siswa MTs di bentuk aljabar masih rendah. Penelitian ini bertujuan untuk mengetahui kemampuan berpikir kreatif matematis siswa pada materi aljabar dan mengetahui respons siswa terhadap penggunaan video interaktif “Besik Aljabar” yang merupakan singkatan dari Belajar Asyik dengan Aljabar. Penelitian ini menggunakan pre-experiment jenis one-shot case study yang dilakukan pada salah satu kelas VII di MTs Kabupaten Bandung Barat. Pengumpulan data telah dilakukan melalui instrumen tes dan non-tes. Berdasarkan temuan penelitian diperoleh bahwa kemampuan berpikir kreatif matematis siswa MTs setelah pembelajaran menggunakan video interaktif “Besik Aljabar” berada pada kategori sedang. Analisis menggunakan model Rasch menunjukkan bahwa instrumen tes memiliki reliabilitas yang baik. Dengan demikian, penggunaan video interaktif dapat mendukung perkembangan kemampuan berpikir kreatif siswa MTs, serta persepsi siswa terhadap video interaktif sangat baik pada semua aspek, yaitu kemudahan, bahasa, motivasi, desain, dan kebermanfaatan

    Proyeksi Penduduk Usia Produktif Di Kalimantan Barat Tahun 2040

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    Usia produktif merupakan penduduk atau masyarakat yang berada dalam rentang usia 15– 64 tahun. Penelitian ini bertujuan untuk menganalisis proyeksi penduduk usia produktif di Kalimantan Barat pada tahun 2040. Jenis penelitian ini adalah deskriptif kualitatif dengan menggunakan metode berbasis kajian kepustakaan (Library Research). Populasi dan sampel dalam penelitian ini adalah penduduk Kalimantan Barat berusia 15–64 tahun. Teknik pengambilan data menggunakan purposive sampling dengan sumber data sekunder. Penelitian ini dianalisis menggunakan pendekatan kualitatif dengan model Miles dan Huberman. Hasil analisis menunjukkan bahwa Kalimantan Barat diproyeksikan memiliki total penduduk sebanyak 6.620.160 jiwa pada tahun 2040. Dari jumlah tersebut, 4.469.880 jiwa (30,26%) termasuk dalam kelompok usia produktif. Dengan angka tersebut, Kalimantan Barat berpotensi mengalami laju pertumbuhan penduduk yang tinggi serta mendapatkan bonus demografi terbesar kedua di wilayah Kalimantan. Dibandingkan provinsi lain seperti Kalimantan Timur, Selatan, Tengah, dan Utara, Kalimantan Barat diperkirakan menjadi provinsi dengan jumlah penduduk terbanyak. Peningkatan ini menunjukkan potensi ekonomi yang besar jika dikelola secara tepat. Tantangan seperti meningkatnya rasio ketergantungan, tingginya angka fertilitas, dan ketimpangan distribusi penduduk perlu diantisipasi. Oleh karena itu, diperlukan kebijakan konkret seperti perluasan akses pendidikan vokasi, peningkatan lapangan kerja produktif, serta pemerataan pembangunan wilayah sebagai respons terhadap dinamika kependudukan yang akan terjadi khususnya di wilayah Kalimantan Barat

    Perkembangan Bahasa Melalui Metode Bercerita Boneka Jari Anak Usia 5-6 Tahun Di Taman Kanak-Kanak (TK) Islam Terpadu Subulussalam Samarinda

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    The aim of this research is (1) To find out the strategies teachers can use to stimulate the language development of children aged 5-6 years at the Subulussalam Integrated Islamic Kindergarten, (2) To find out what supports and inhibits the language development of children aged 5-6 years at the Subulussalam Integrated Islamic Kindergarten. The method used is descriptive qualitative research, with data collection techniques including observation, interviews and documentation used to present data and draw conclusions. The results of this study are that using the storytelling method with finger puppets as a medium can attract children's interest by actively participating, and the teacher acts as a facilitator. The conclusion from the results of this study is that language development in children aged 5-6 years at the Subulussalam Integrated Islamic Kindergarten is still not optimal in receptive language development. So it is necessary to have stimulation to improve children's language development, namely by using the storytelling method. Supporting factors for children's language development include frequently inviting children to talk and finger puppet materials that are easy to obtain. The obstacle is that parents pay less attention to their children and children lack focus. Through the storytelling method using finger puppets, by achieving learning objectives that are in accordance with the indicators of receptive language development in children aged 5-6 years, this study has shown that the storytelling method can improve the language development of children aged 5-6 years at the Subulussalam Integrated Islamic Kindergarten

    Analisis Implementasi Program MBG terhadap Manajemen Pendidikan melalui Model Edward III: Suatu Kajian Pustaka

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    Program Makan Bergizi Gratis (MBG) merupakan salah satu kebijakan strategis pemerintah yang berfokus pada pemenuhan nutrisi pada anak sekolah pada jenjang pendidikan dasar dan menengah, untuk peningkatan mutu pendidikan. Namun, implementasi program ini masih menimbulkan berbagai masalah, termasuk menambahkan beban dalam manajemen pendidikan di tingkat sekolah sebagai pelaksana. Sehingga hal tersebut menarik untuk dibahas, dan memang masih sangat jarang diteliti. Oleh karenanya peneitian ini akan menganalisis pengaruh pelaksanaan program MBG terhadap manajemen pendidikan di sekolah, dengan menggunakan model Edward III. Analisis dilakukan terhadap semua literatur empiris mengenai MBG yang berhubungan dengan manajemen sekolah, dalam rentang waktu 2024—2025. Database yang dipergunakan antara lain Google Scholar, Garuda, dan Sinta, dengan menggunakan protocol PRISMA. Hasil analisis menunjukkan pengaruh program MBG terhadap manajemen pendidikan sekolah, pada keempat indicator: (1) komunikasi intensif untuk sosialisasi dan memerangi hoaks serta disinformasi, (2) manajemen sumber daya keuangan dan sumber daya manusia, (3) disposisi perlu peningkatan kompetensi, dan (4) struktur birokrasi perlu kerjasama dengan pihak-pihak local. Sehingga kemudian model manajemen Pendidikan sekolah yang direkomendasikan adalah integrative antara peningkatan kualitas pendidikan dan kesuksesan program MBG. Pemerintah juga perlu untuk memberikan kerangka regulasi yang jelas, sehingga mendukung manajemen pendidikan di tingkat sekolah

    Historical Singularity and Alternative Representations of the Hundred Years' War in the Fate/Grand Order Game

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    The growing popularity of video games as a means of historical representation has significantly changed how people understand and experience the past. This study analyzes alternative representations of the Hundred Years' War (1337–1453) in the video game Fate/Grand Order, with a focus on the figure of Joan of Arc and the narrative construction of the concept of "historical singularity." Using a qualitative approach combining historical methods and virtual ethnography, documented historical events are compared with the game's narrative. The results reveal fundamental differences in chronology, characters, and conflict motives, reflecting a reinterpretation of the past from a transhistorical and fictional perspective. While the game offers pedagogical opportunities to spark interest in history, it also poses the risk of misinterpretation if not accompanied by critical historical literacy. It concludes that digital history, as presented in Fate/Grand Order, must be approached with a reflective eye to foster a deeper understanding of the relationship between historical reality and its cultural representation in digital media

    INDONESIA’S DIPLOMACY AT THE UN: SUPPORTING THE DECOLONIZATION OF TUNISIA (1951-1956)

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    This article analyses Indonesia’s diplomacy at the United Nations (UN) in support of Tunisia’s decolonization from French colonial rule between 1951 and 1956. As a newly independent state and a recent member of the UN in the early 1950s, Indonesia strategically utilized the organization as a multilateral platform to articulate anti-colonial norms and to advocate the right to self-determination for colonized peoples. This study adopts historical methodology comprising heuristics, source criticism, interpretation, and historiographical reconstruction, drawing upon primary sources from UN archival documents and secondary sources from internationally indexed scholarly publications. The findings reveal that Indonesia acted as an active diplomatic advocate of Tunisian independence by consistently raising the issue within the UN and by forging strategic cooperation with Asian states. Indonesia’s diplomatic support for Tunisia constitutes a significant illustration of how a postcolonial state mobilised international legitimacy and multilateral pressure to challenge colonial domination. Furthermore, this engagement reflects the normative foundations of Indonesia’s ‘independent and active’ foreign policy and underscores the enduring significance of Asian solidarity rooted in shared experiences of colonial subjugation

    Introducing Local Wisdom of Banten Traditional Food through Interactive Cooking Game

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    Local Wisdom becomes an icon of an area whose existence must be preserved. Banten province has many local wisdoms that must be maintained. One of them is traditional food, which is now being replaced by modern food. The younger generation is now starting to leave the traditional culture, and their ignorance is becoming a problem. The presence of the Interactive Cooking Game, named “Papasakan Interactive Cooking Game,” is expected to be an innovation that increases the knowledge and interest of the younger generation towards traditional Banten food. The research method used is the ADDIE method (analyze, design, development, implementation, evaluation). The respondents of this study included 76 students from the 10th and 11th grades of Senior High School. Various pieces of information about traditional food are obtained through observation and interviews. The results of this research led to the creation of Papasakan: Interactive Cooking Game, an innovative educational game to learn about Banten traditional food. This game contains five traditional foods, including Sate Bandeng from Serang, Rabeg from Cilegon, Mie Laksa from Tangerang, Kue Balok from Pandeglang, and Leumang from Lebak. This game includes the history, uniqueness, and the process of making traditional Banten food. Based on the implementation, the younger generation gave a positive response to the presence of this game. In addition, this game is also considered as an interesting media to introduce knowledge about traditional food to the younger generation

    Faktor Pendukung Dan Penghambat Objek Wisata Perkemahan Batuq Bura Di Kampung Lakan Bilem Kecamatan Nyuatan Kabupaten Kutai Barat

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    Kutai Barat Kalimantan Timur memiliki banyak keindahan alam yang bisa dinikmati oleh wisatawan. Salah satunya adalah objek wisata Perkemahan Batuq Bura di Kampung Lakan Bilem, yang terletak di Kabupaten Kutai Barat (Kubar), Kecamatan Nyuatan. Objek wisata ini memiliki potensi wisata alam yang luar biasa, baik dari segi daya tarik maupun konservasi. Penelitian ini bertujuan untuk mendeskripsikan faktor pendukung dan faktor penghambat. Penelitian ini menggunakan metode penelitian kualitatif dengan menggunakn teknik analisis data yang deskriptif dengan menganalisis data dengan cara observasi, wawancara dan dokumentasi. Hasil penelitian menunjukkan bahwa faktor pendukung/pendorong Perkemahan Batuq Bura yaitu meliputi escape, relaxation, play, strengtheing family bonds, prestige dan accessibilities sedangkan untuk faktor penghambat yaitu faktor Amenity, faktor kerja sama dan faktor pemasaran

    Peningkatan Keterampilan Motorik Halus Anak Usia 5 – 6 Tahun Melalui Permainan Edukatif Puzzle Di Tk Negeri 01 Kota Bangun Kutai Kartanegara

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    Fine motor skills are an important factor in early childhood development, based on the identification of problems in Kindergarten 01 Kota Bangun, it was found that there were several identified problems, especially in fine motor skills, which were indicated by indicators of skills in using fingers, eye and hand coordination, distinguishing shapes and images, and assembling puzzles that had not been achieved. This study is a classroom action research. This study aims to improve the fine motor skills of children aged 5–6 years through puzzle media in Kindergarten 01 Kota Bangun. The formulation of the problem in this study is how to improve the fine motor skills of children aged 5–6 years through educational puzzle games in Kindergarten 01 Kota Bangun. Fine motor skills involve coordination between the brain, eyes and hands and require appropriate stimulation to develop optimally. The subjects used by the researcher were 10 children, 6 boys and 4 girls. The data collection techniques used in this study were observation, documentation and interviews. After conducting research through educational puzzle games, the results of cycle I were 68% and in cycle II it increased to 96% and had met the criteria for achieving success of 80% of the number of children in Kindergarten 01 Kota Bangun. Based on the results obtained in the study, it was proven that through educational puzzle games, children's fine motor skills could be improved

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    Jurnal FKIP Universitas Mulawarman (Fakultas Keguruan dan Ilmu Pendidikan)
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